Difference between revisions of "Talk:Darkcanuck/VelocityTest"
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Darkcanuck (talk | contribs) (example of decel through 0) |
Darkcanuck (talk | contribs) (results using Voidious' changes) |
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+ | == Using 1.7.1.3 == | ||
+ | |||
Scratch that last posted result -- was using the method from 1.7.1.2 Beta by accident. Here's the corrected test result: | Scratch that last posted result -- was using the method from 1.7.1.2 Beta by accident. Here's the corrected test result: | ||
Line 18: | Line 20: | ||
− | For another (worse) example of the above, try starting at 0 with a target of 10. | + | For another (worse) example of the above, try starting at 0 with a target of 10. |
+ | <pre> | ||
+ | Starting velocity=0.0 distance=10.0 | ||
+ | 1 velocity=1.0 remain=9.0 | ||
+ | 2 velocity=2.0 remain=7.0 | ||
+ | 3 velocity=3.0 remain=4.0 | ||
+ | 4 velocity=4.0 remain=0.0 | ||
+ | 5 velocity=2.0 remain=-2.0 | ||
+ | 6 velocity=0.0 remain=-2.0 | ||
+ | 7 velocity=-1.0 remain=-1.0 | ||
+ | 8 velocity=-2.0 remain=1.0 | ||
+ | 9 velocity=-0.0 remain=1.0 | ||
+ | 10 velocity=1.0 remain=0.0 | ||
+ | 11 velocity=0.0 remain=0.0 | ||
+ | </pre> | ||
+ | |||
<pre> | <pre> | ||
Starting velocity=4.0 distance=0.0 | Starting velocity=4.0 distance=0.0 | ||
Line 43: | Line 60: | ||
</pre> | </pre> | ||
--[[User:Darkcanuck|Darkcanuck]] 05:49, 15 July 2009 (UTC) | --[[User:Darkcanuck|Darkcanuck]] 05:49, 15 July 2009 (UTC) | ||
+ | |||
+ | == Voidious Version == | ||
+ | Here's the same tests done with the changes made by [[Voidious]]: | ||
+ | <pre> | ||
+ | Starting velocity=0.0 distance=6.0 | ||
+ | 1 velocity=1.0 remain=5.0 | ||
+ | 2 velocity=2.0 remain=3.0 | ||
+ | 3 velocity=3.0 remain=0.0 | ||
+ | 4 velocity=1.0 remain=-1.0 | ||
+ | 5 velocity=-0.5 remain=-0.5 | ||
+ | 6 velocity=-0.5 remain=0.0 | ||
+ | 7 velocity=0.0 remain=0.0 | ||
+ | |||
+ | Starting velocity=0.0 distance=10.0 | ||
+ | 1 velocity=1.0 remain=9.0 | ||
+ | 2 velocity=2.0 remain=7.0 | ||
+ | 3 velocity=3.0 remain=4.0 | ||
+ | 4 velocity=3.0 remain=1.0 | ||
+ | 5 velocity=1.0 remain=0.0 | ||
+ | 6 velocity=0.0 remain=0.0 | ||
+ | |||
+ | Starting velocity=4.0 distance=0.0 | ||
+ | 1 velocity=2.0 remain=-2.0 | ||
+ | 2 velocity=0.0 remain=-2.0 | ||
+ | 3 velocity=-2.0 remain=0.0 | ||
+ | 4 velocity=-0.0 remain=0.0 | ||
+ | |||
+ | Starting velocity=-1.9 distance=10.0 | ||
+ | 1 velocity=0.050000000000000044 remain=9.95 | ||
+ | 2 velocity=1.05 remain=8.899999999999999 | ||
+ | 3 velocity=2.05 remain=6.849999999999999 | ||
+ | 4 velocity=3.05 remain=3.799999999999999 | ||
+ | 5 velocity=2.8999999999999995 remain=0.8999999999999995 | ||
+ | 6 velocity=0.8999999999999995 remain=0.0 | ||
+ | 7 velocity=0.0 remain=0.0 | ||
+ | </pre> | ||
+ | That seems to fix all the problems I've found so far, except for the tricky 0,6 case. --[[User:Darkcanuck|Darkcanuck]] 06:12, 15 July 2009 (UTC) |
Revision as of 07:12, 15 July 2009
Using 1.7.1.3
Scratch that last posted result -- was using the method from 1.7.1.2 Beta by accident. Here's the corrected test result:
Starting velocity=0.0 distance=6.0 1 velocity=1.0 remain=5.0 2 velocity=2.0 remain=3.0 3 velocity=3.0 remain=0.0 4 velocity=1.0 remain=-1.0 5 velocity=-0.75 remain=-0.25 6 velocity=-0.25 remain=0.0 7 velocity=0.0 remain=0.0
Still a problem here:
- at tick 3 the bot should have stayed at velocity 2 then decelerated to 1 to hit the target
- the bot then overshoots and takes its time to get on target
- this should have been a 4-tick move...
--Darkcanuck 05:22, 15 July 2009 (UTC)
For another (worse) example of the above, try starting at 0 with a target of 10.
Starting velocity=0.0 distance=10.0 1 velocity=1.0 remain=9.0 2 velocity=2.0 remain=7.0 3 velocity=3.0 remain=4.0 4 velocity=4.0 remain=0.0 5 velocity=2.0 remain=-2.0 6 velocity=0.0 remain=-2.0 7 velocity=-1.0 remain=-1.0 8 velocity=-2.0 remain=1.0 9 velocity=-0.0 remain=1.0 10 velocity=1.0 remain=0.0 11 velocity=0.0 remain=0.0
Starting velocity=4.0 distance=0.0 1 velocity=2.0 remain=-2.0 2 velocity=0.0 remain=-2.0 3 velocity=-1.0 remain=-1.0 4 velocity=-2.0 remain=1.0 5 velocity=-0.0 remain=1.0 6 velocity=1.0 remain=0.0 7 velocity=0.0 remain=0.0
Starting from an overshoot condition, the velocity formula causes a second, unnecessary overshoot. --Darkcanuck 05:45, 15 July 2009 (UTC)
And here's a sample of what odd negative velocities can produce:
Starting velocity=-1.9 distance=10.0 1 velocity=1.8074999999999999 remain=8.1925 2 velocity=2.8075 remain=5.385000000000001 3 velocity=3.8075 remain=1.5775000000000006 4 velocity=1.8075 remain=-0.22999999999999954 5 velocity=-0.22999999999999954 remain=0.0 6 velocity=0.0 remain=0.0
--Darkcanuck 05:49, 15 July 2009 (UTC)
Voidious Version
Here's the same tests done with the changes made by Voidious:
Starting velocity=0.0 distance=6.0 1 velocity=1.0 remain=5.0 2 velocity=2.0 remain=3.0 3 velocity=3.0 remain=0.0 4 velocity=1.0 remain=-1.0 5 velocity=-0.5 remain=-0.5 6 velocity=-0.5 remain=0.0 7 velocity=0.0 remain=0.0 Starting velocity=0.0 distance=10.0 1 velocity=1.0 remain=9.0 2 velocity=2.0 remain=7.0 3 velocity=3.0 remain=4.0 4 velocity=3.0 remain=1.0 5 velocity=1.0 remain=0.0 6 velocity=0.0 remain=0.0 Starting velocity=4.0 distance=0.0 1 velocity=2.0 remain=-2.0 2 velocity=0.0 remain=-2.0 3 velocity=-2.0 remain=0.0 4 velocity=-0.0 remain=0.0 Starting velocity=-1.9 distance=10.0 1 velocity=0.050000000000000044 remain=9.95 2 velocity=1.05 remain=8.899999999999999 3 velocity=2.05 remain=6.849999999999999 4 velocity=3.05 remain=3.799999999999999 5 velocity=2.8999999999999995 remain=0.8999999999999995 6 velocity=0.8999999999999995 remain=0.0 7 velocity=0.0 remain=0.0
That seems to fix all the problems I've found so far, except for the tricky 0,6 case. --Darkcanuck 06:12, 15 July 2009 (UTC)